New Request: in the random game setup screen, an option to specify how many people groups to use and maybe even an option to specify which people groups. In other words, if you are planning a 2vs2 game then this option would create only two people groups so each team could be of the same people group.

it would save a LOT of mouse movement if after you press 'N' for new unit you could then press 'F' for formation or 'H' for HQ. trying to form 12 units in the same hex in 1 turn gets a little tiring when you have to select the hex, 'N', move the mouse down to select, then move it back up to select the HQ, 'N', move the mouse down to select, move it back up to select the HQ, etc...

much less important, but it would be nice if after forming a new formation (not new HQ) it auto-selected it's HQ to the closest one instead of having to choose every time - if i want to change it then it's easy to do, otherwise if it chose the right HQ i just saved that much work compared to the current forced manual select

it would be nice if on the strategic map on the main game screen it shows the light sea hexes where your ships have explored so you could see where your ships are at a glance - on the x-large maps you have to do a manual search on the map to see where your ships are so it'd be nice to see the light areas on the strat map and know where all your ships are at the beginning of the turn

Maybe it could be arranged so that if I declare war on team A then I and all of my allies are at war with team A and all of team A's allies. Nothing worse than having to spend an extra 20 pp's so you can smite some desperately deserving ally of your enemy. Meanie.

it would be helpful if in the research area you could click on the card of the tech you selected so you could get a detailed view of the capabilities of the unit type you'd like to research. i usually play stone age so currently i can only look at a unit type's capabilities by actually spending PPs to research it, then go to the production screen and click on the unit type there

also currently the only way to find out the RAW cost to produce any unit is to actually research it, then go to the production screen and look at the cost there. it it would be very helpful if the RAW cost to produce the unit was shown on the research card as well as shown on the 'text and upgrade' or 'general stats' page of the unit's info page so i can judge whether it's worth purchasing the tech

Maybe it could be arranged so that if I declare war on team A then I and all of my allies are at war with team A and all of team A's allies. Nothing worse than having to spend an extra 20 pp's so you can smite some desperately deserving ally of your enemy. Meanie.

Actually you'll automaticly be at war with all the allies of the guy you declare war on. But your team is not automaticly at war since I thought allies should be allowed to make this decision themselves. They are sovereign nations after all.

The current setup also makes it possible to do a form of limited war support so to speak. :) Its almost a bit cold-war-like... It makes it possible for your ally to send some troops to help the defense, without actually being at war with your enemy.

So in other words I am quite happy with the current setup :)

best, Vic

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I hadn't considered that. While I usually play games with no political manuevereing, I see that the options you just described would be quite popular with Sailing Guy and the games that he routinely starts. Fair enough. Meanie.

a huge job so would never expect it to be implemented unless a new game was programmed from scratch, but having played a lot of Time of Wrath i really like how i can hold down the right mouse button and drag to move the map in that game as well as use the arrow keys. i find the mouse is quicker to use and navigate with on the map - but i could be in the minority haha

Iīve noticed itīs almost impossible to transfer cargoships between ports. The Navycap points required to transfer one cargoship is 110.000 (you need a HQ with 44 cargoships to transfer only one). Itīs supposed land units are transfered in these same cargoships from one port to another. Itīs not a bug, however a mistake. I wish it can be repaired for the next update.

Trains can be transfered to other units out of the road using landcap (trucks) to carry them. It shouldnīt be allowed. On the other hand it would be good to have the possibility to choose the number of troops disbanded.

Destroying mines. Let's say I seized level 3 mine from my enemy (hi Jafele XD). I don't have chance to hold it for long time, so I want to blow it up to level 1, but now I can't. I can only blow to 0 structure but still level 3, and the mine has free auto repairing. :(

Destroying mines. Let's say I seized level 3 mine from my enemy (hi Jafele XD). I don't have chance to hold it for long time, so I want to blow it up to level 1, but now I can't. I can only blow to 0 structure but still level 3, and the mine has free auto repairing. :(

Thatīs right, I think engineers should be the only ones allowed to repair damaged mines.

PS: Madlok, you wonīt have to wait too long before I get my mine back.

May have been mentioned any chance of a new unit Combat Engineers specialists in Urban/City fighting. Just remembered the ability to rip rail lines with combat units or Partisans. Partisans are the units that you can create in enemy territory near enemy occupied cities of a different ehtnic group

I donīt know why every time I conquer an enemy city (from a different regime) itīs impossible to produce supply. In sea scenario itīs a big handicap because your ports can be easily blocked by your enemy. Itīs extremeyly difficult to have a winner in these circumstances. Also would be great that paratroopers embarked in carriers could be used to paradrop.

If you cannot produce troops or supply (not very realistic by the way) from a conquered city, how can it be defended when itīs far from your cities? IMO troops construction prohibition should be enough penalty for balance. On the other hand if all players play with the same regime then I agree that "rich get richer".

If you cannot produce troops or supply (not very realistic by the way) from a conquered city, how can it be defended when itīs far from your cities? IMO troops construction prohibition should be enough penalty for balance. On the other hand if all players play with the same regime then I agree that "rich get richer".

Its a concious choice. As mentioned by Madlok above partly becuase of balance issues and not making the tipping of the balance to radical once towns get conquered, but also partly because it forces you to keep your supply lines open. In the previous AT it was very easy to just form hedgehogs around cities. Now you can only do this with friendly cities. This allows much more strategy in cutting sea-lines and encirclement to beat your opponent and also makes venturing deep into enemy territory a bit more dangerous in case of counteroffensive.

best, Vic

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If playing solo you can modify the research of your realm or all realms for that matter, give yourself the Conquest feat it is near the bottom of the list of research. This allows you to build supply fior twice the cost in enemy captured cities.

If playing solo you can modify the research of your realm or all realms for that matter, give yourself the Conquest feat it is near the bottom of the list of research. This allows you to build supply fior twice the cost in enemy captured cities.

Where exactly is this as I can't see it in the research tree, only units?

[edit] found it. It's called "Occupation ..." and it's in the editor at the bottom of the possible research options on the research page. Switched off by default.

Sadly, choosing "New dawn random game" itīs not possible to activate Webīs mod "hardcore production" (I would call it "realistic production"), now you must activate it manually . It would be great to have an option to enable/disable in the "extra settings" screen.

Everyone can make HP mod or any mod for themself from any mod. In the main menu click Load Scenario, pick anewdawn.at2, click edit, change the rule (settng -> rulevars -> movement types and ranges -> 312 from 0 to 1). Click Main, click Start. Yeah, you should see a strange map now XD. Click the "computer button" and SAVE, but save in the atgoldscenarios directory and name the file for example aNewDawnHadcore. Now if you want to play New Down with HP just make new random game and replace generic.at2 or anewdown.at2 or whatever masterfile with your new aNewDawnHardcore.at2 file.

Don't know if this has been mentioned before, but I sure would like to see Uboats get Exp from intercepting supply. Like the Strategic Command series does, set it to intercept and slowly get more exp. As it is now they can intercept thousands and thousands worth of supply without getting 1 Exp point.

Also I'd like to see a "training" facility for Paratroops. They are usually highly trained highly motivated men... but in the game you can only send them into battle with a green status of 40 Exp. points. Maybe let Engineers build a .. school of some sorts(?) where you can then train these troops, maybe you make them automatically get 5 Exp points per turn, or maybe you have to pay for it via PP's...